Large Undead, Unaligned
Armor Class 13 Natural armor
Hit Points 136 (16d10 + 48)
Speed 20 ft., Swim 20 ft.
STR
18 (+4)
DEX
8 (-1)
CON
16 (+3)
INT
5 (-3)
WIS
10 (+0)
CHA
5 (-3)
Condition Immunities Blinded, Deafened, Exhaustion
Senses Blindsight 60', Passive Perception 10
Languages None
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Innocent Heart. Walter's infant corpse lies in a cavity at the heart of the Flesh Mound, suspended by several fleshy tendrils. Whenever the Flesh Mound takes damage, chunks of gore drop away to briefly reveal Walter's screaming form. A creature can use an action to try and forcefully remove Walter from the heart of the mound with a strength (Athletics) check. The DC for this check starts at 30, but is reduced as the Flesh Mound loses hit points. At 105 hit points, the DC is 26. At 81 hit points, the DC is 22. At 63 hit points, the DC is 18. At 51 hit points, the DC is 14. At 45 hit points or fewer, the DC is 10. When Walter is removed from the Flesh Mound, the Mound instantly drops to 0 hit points and is destroyed. Should the Flesh Mound drop to 0 hit points with Walter still attached, the baby is automatically freed.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 3 (1d4 + 1) bludgeoning damage. On a hit, the target must make a DC 14 strength Saving throw or be pushed back 10 feet.

The Cult's Depravity. Any creature within 60 feet that can see the Flesh Mound must make a DC 14 intelligence Saving throw or take 7 (2d6) psychic damage and gain 1 stack of the Cult's Depravity as it is assailed with horrible visions of the cult's sacrifices in the ritual chamber. The target takes half damage and is not afflicted by a Cult's Depravity stack on a successful save. Any target afflicted by the Cult's Depravity takes 1d4 psychic damage at the start of its turn, which increases by 1d4 damage per stack accumulated. An afflicted target can use their action to shake these visions entirely and eliminate all existing stacks of the Cult's Depravity.

Bonus Actions

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Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

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Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

mercandgrong

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